2 - SNT Bar support
I'd just like you to add SNT Bar support also since you already have Warboard and Waaaghbar support.
| User | When | Change |
|---|---|---|
| Lefi | Wed, 12 Nov 2008 16:37:11 | Changed status from New to Accepted |
| Gridgendal | Mon, 10 Nov 2008 15:07:42 | Create |
- 7 comments
- 7 comments
Facts
- Last updated on
- 12 Nov 2008
- Reported on
- 10 Nov 2008
- Status
- Accepted - Problem reproduced / Need acknowledged.
- Type
- Enhancement - A change which is intended to better the project in some way
- Priority
- Medium - Normal priority.
- #7
Lefi Tue, 18 Nov 2008 15:22:15in response to "If you know the icon ID you can cut out the changing of the icon to a texture and just put the ID in the create call for the module. I didn't know the ID and have no tool to find out the ID so I used the create texture calls you had for waaaghbar and Warboard."
The texture i am using doesn't have an icon pre-made for it, only the specific slice.
- #6
Gridgendal Sun, 16 Nov 2008 09:44:29Actually I've never had any crossover between my toons on it's reporting damage or healing. Just thought that maybe because I was using per character mod settings that maybe it was making stuff buggy.
- #5
Lefi Thu, 13 Nov 2008 15:49:53It is supposed to save the data per character anyway ... but there appears to be a bug in that code regardless ^^.
Reloading the UI sometimes does cause the reset though, not quite sure myself, but that shouldn't affect things too much. Things that will for sure reset it: changing the mod version, deleting the saved variables files.
- #4
Gridgendal Thu, 13 Nov 2008 07:06:50Actually I found an error in my original code I posted for the .mod file... It didn't need an update function. I had already removed the function from the .lua but forgot it from the .mod. It's removed from the post now. Also I'm not sure why but it is resetting all the saved data when you /reloadui. I don't know if it's supposed to do that or whether the data is supposed to save... I thought it used to save all data and only reset when you told it to in QQ DPS. Might be I'm doing per character settings for the game. Maybe my code is bugged somewhere, this is my first mod. I have C,C++,VB experience but this is my first try at LUA.
- #3
Gridgendal Thu, 13 Nov 2008 06:00:37If you know the icon ID you can cut out the changing of the icon to a texture and just put the ID in the create call for the module. I didn't know the ID and have no tool to find out the ID so I used the create texture calls you had for waaaghbar and Warboard.
- #2
Lefi Wed, 12 Nov 2008 16:37:04Nice man, you made my life a bit easier.
I will go ahead and look into incorporating this ... the problem is these systems are large and obtrusive and you cant run multiple bars ... when I did the warboard support i suffered massive CTDs because of conflicts with Waaagh, it drove me nuts. It may take a while for a release to include it, but I have added it to the list =).
P.S. Glad you like the mod =)
- #1
Gridgendal Wed, 12 Nov 2008 11:28:03I went ahead and put together the SNT Bar plugin myself cause I couldn't live without this addon. Here's the code. It may need some cleaning up but it works.
qq_module.mod
qq_module.lua
<<code>>snt_bar.qq_module = { inCombat = false, DPS = nil }function snt_bar.qq_module.Render()
grab the per second from qq local ps = QQ.GetCurrentPerSecondValue()set the title LabelSetText("i_qq_label", towstring(ps)) endfunction snt_bar.qq_module.OnLButtonUpProcessed() QQ.ToggleShowHide() end
function snt_bar.qq_module.OnQQrender() snt_bar.qq_module.Render() end
function snt_bar.qq_module.initialize() d("SNT Bar QQ DPS Module Loaded.")
i_qq = snt_bar.informer:new("i_qq",nil,125,{205,205,205},nil,nil, "snt_bar.qq_module.OnLButtonUpProcessed",nil)
change the icon to a texture DynamicImageSetTexture("i_qq_icon", "map_markers01", 0, 0) DynamicImageSetTextureDimensions("i_qq_icon", 30, 31) DynamicImageSetTextureSlice("i_qq_icon", "MurderballNeutral")LabelSetText("i_qq_label", "~~")
initialize to not in combat snt_bar.qq_module.inCombat = falseinitial rendering. snt_bar.qq_module.Render()QQData.ShowMinimized = false
QQ.AddRenderListener("i_qq", snt_bar.qq_module.OnQQrender)
end<</code>>